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Alternatively, "~", then "tfc", which toggles free camera mode. The caveat is that you'll have to restart your game if you care about getting achievements, but eh. Any mods that make it so you don't have to do this every time you press tilde?
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# ¿ Feb 21, 2011 03:51 |
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# ¿ Apr 25, 2024 08:07 |
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Hrm, my game is crashing on load into Aerotech Office Park, of all places:code:
Another little thing I noticed; game doesn't crash in the loading screen, but rather like, a millisecond after loading into the cell, so it might be having problems loading NPCs or usable objects... or not, I really don't know EDIT: Also I'm running the 4GB patch as well as the Fake Fullscreen mod, if that makes a difference. Cross-Section fucked around with this message at 22:55 on Sep 26, 2011 |
# ¿ Sep 26, 2011 22:51 |
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Cicadalek posted:Does anyone have a link to the most recent version of Darnified UI? Google turns up like 3 different versions and none of them seem to be the (complete) one I used to have before I reinstalled
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# ¿ Sep 26, 2011 23:09 |
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Or you can be a cool dude and use Mod Organizer, to which they just added full FOMOD support. (The FOMOD stuff is in the optional files, NCC v0_2 specifically; just make sure you download the 0_11_5 update, as it is the only version of MO that can run that version of NCC at the moment)Arenovalis posted:pretty guns Cross-Section fucked around with this message at 18:38 on Aug 12, 2012 |
# ¿ Aug 12, 2012 18:32 |
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Hmm, I'm running Win 7 64-bit and I haven't had any problems like that. Is your Steam folder located in Program Files? I've heard programs like Mod Organizer have issues with permissions and the like if they're located there.
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# ¿ Aug 13, 2012 05:12 |
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FronzelNeekburm posted:My Steam folder is on a separate non-UAC drive, but Mod Organizer doesn't seem to be aware of UAC at all. So the installer tries to just copy MO into Program Files, which fails, and it doesn't add the program properly to the Start Menu, so the application doesn't even show up if I type its name in (which is also complicated by "ModOrganiser.exe" going into the "ModOrganizer" folder). And when it tries to update, it can't for the same reason. And it also spits out some warning about not being able to apply ini tweaks when it closes. Contrary to what the installer suggests, you're actually supposed to install Mod Organizer to the game folder like so: Also, I don't believe the installer adds the game to the system registry (hence the lack of a shortcut), but you can do such (adding a shortcut, either to the start menu or the taskbar) via context menu on the program's exe.
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# ¿ Aug 13, 2012 18:28 |
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Hrm, I'm running JSawyer, and when I ran into those particular groups (that is, if you're referring to the ones I'm thinking of), only one of the Vipers had a grenade rifle. Are you running any mods besides JSawyer that might be modifying the spawns?
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# ¿ Aug 13, 2012 19:40 |
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Regarding the "friendly marked men in Lonesome Road" problem:SplitSoul posted:setenemy x x 0 0 where the x's are the base IDs for the LR player faction and Marked Men faction, which I can't find right now, but you can look it up in the ESM with FNVEdit. Yes, I know this is old, old, old, but after about 20 minutes of tearing my hair out over this, I found out that you have to input the vanilla game's player faction (0001b2a4), not the DLC's. So in the console, the whole thing put together will look like this: code:
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# ¿ Aug 21, 2012 04:25 |
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SpookyLizard posted:Is there a good guide or tutorial for making either of those? To make a Merged Patch, download FNVEdit, let it run its background loader, then click the "Create a Merged Patch" option on the context menu (which can be found by right clicking on the list of esms and esps). Pretty simple process, really.
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# ¿ Aug 22, 2012 19:53 |
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Arenovalis posted:http://newvegas.nexusmods.com/mods/47714/ Yessssssss
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# ¿ Sep 1, 2012 15:24 |
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It's worth noting that the version of EVE that's integrated into NVEC runs as smooth as butter, with zero crashes. Well, at least no EVE-related crashes. Those critical hit kills...
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# ¿ Jul 7, 2013 02:41 |
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Is registering for Alluvion broken at the moment? Can't get it to recognize my username, not even my user id.
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# ¿ Jul 18, 2013 14:51 |
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Horns posted:It's incompatible with Fake Fullscreen ("Fallout is not running" error), if that matters. I got around that by using Simple Runtime Window Editor, which is linked to in the misc. section of this Skyrim mod's page. Really nice general purpose "fake fullscreen" utility, works with not only Skyrim and NV but a bunch of games.
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# ¿ Jul 29, 2013 15:53 |
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I had this same "bug" when using Lings with NVEC; my solution (which, granted, won't even apply if you're not using NVEC) is to untick the compatibility patch for the two in the mod manager. Didn't have any issues after that. Thing is, the main version of the mod shouldn't even have the NPC hairs enabled; you have to download an optional file from the same page if you wanna see them. Somehow, the compatibility patch re-enabled them. e: modding.txt Cross-Section fucked around with this message at 05:22 on Sep 1, 2013 |
# ¿ Sep 1, 2013 05:14 |
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It's really strange reading about PRESIDENT GOKU's problems, having just a few weeks ago re-installed F:NV and installed mods using EssArrBee's excellent guide for Mod Organizer. The only problems I've had so far are some crashes that have, weirdly enough, only occurred when I play the game in windowed mode. I guess it speaks to this whole ordeal that even on a seemingly "perfect" install, New Vegas will still bug out in the most random of ways. Also, y'all should check out UI Organizer; basically does all the work of managing all these dang UI mods (including modifying xml and ini lines) for you. edit: :lorefriendlywizard: Cross-Section fucked around with this message at 17:27 on Feb 18, 2015 |
# ¿ Feb 18, 2015 17:12 |
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Vanilla New Vegas is pretty stable on the PC compared to the console versions, actually. At the very least, I don't remember having any issues during my first playthrough back in 2010.
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# ¿ Feb 19, 2015 03:22 |
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I had a similar issue, though more to the tune of all of my companions suddenly teleporting from the Schoolhouse (at which they were in relax mode) to my character's current location, which just so happened to be the deepest levels of Vault 22. It was chaotic as hell, thanks to those drat forever-inaccessible hostile ghouls endlessly triggering the combat AI on the companions (this was before I discovered the True Passive mode, which is a godsend especially for Lily and Rex, those fast bastards). I looked into a solution and found a mod called the Follower Home Marker but realized that A) It probably conflicts with the scripting of the CC&C mod, and B) It was fairly buggy when I used it for a previous playthrough; weird, scary stuff like companions completely disappearing after being dismissed to their custom location. So, yeah, technically a solution, but use at your own discretion.
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# ¿ Feb 26, 2015 09:10 |
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BurritoJustice posted:How did you get your companions to stay in the schoolhouse in the first place? I tried relax mode but it seems to keep them still "travelling" with me, but just idling around, in that they are still in the CC&C list. Does turning on relax and then leaving work or something? Reading your original post, I think the issue is that you're setting the home marker via the CC&C interface, but not using the "go to home marker" button in the same menu that sends them to that location. I don't believe that support for that action has been implemented through the dialogue interface as of yet; the strange bit about it is while it appears that they leave your party (you even get the little message box saying that Boone or whoever has left for that cell), they're still in it, just in Relax mode. As a result, when I started one of the DLCs later on, it sent all of my companions back to their recruiting points (Boone in Novac, ED-E in Primm, etc.) even though they were already at "home". Don't get me wrong, the mod's super useful, but stuff like this leaves me scratching my head.
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# ¿ Feb 26, 2015 17:17 |
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Woolie Wool posted:It does not. Project Purity just removes the radiation from a small area in front of the Jefferson Memorial. Fallout New Vegas' ending changes everything in the wasteland and Obsidian had neither the time nor the money to create a way to play past that ending that made any sense. It was at least on the table at some point, as a significant number of ambient dialogue and Radio New Vegas audio tags exist for a post-endgame environment.
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# ¿ Feb 27, 2015 18:17 |
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Simliar issue to that: Drawing an energy weapon with EVE installed. Good way of knowing if Fiends are in the area.
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# ¿ Mar 5, 2015 07:37 |
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The streamlined CharGen mod is sweet, but commits the unforgivable sin of removing Doc Mitchell's lines about your SPECIAL skills if they're especially low or high.
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# ¿ Oct 9, 2017 03:22 |
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Must be a bug or mod conflict then, as he only gave the standard response even when my character's AGL score was 8.
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# ¿ Oct 9, 2017 03:49 |
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Here's a pretty-decent TTW STEP guide that lays out a bunch of mods for both F3 and FNV (drawing from the Clear & Present Danger/Fear and Loathing guides) as well as the TTW patches to make them all happily compatible. The installation process (cause there is a bit more to it than downloading them and slotting them all in) takes a while, but it all works. Cross-Section fucked around with this message at 17:33 on Oct 14, 2017 |
# ¿ Oct 14, 2017 17:30 |
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That would be the Type 3 body and armor replacer; there's a download for a shirt & tie version in the optional files of the mod page.
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# ¿ Dec 3, 2017 02:32 |
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Arcsquad12 posted:I've been trying to get FNVLODGen to work but I think something keeps screwing up. When I check the textures folder at the output location it has all of the areas generated by the LODgen but all of the Blocks folders inside are empty. So even though I've generated the meshes, they're not being applied when I add the meshes and texture folders to the archive and activate it in MO. I've been having issues with FNVLODGen as well, and all I can say is make sure the program can actually see and read the official BSAs when it goes to draw resources from them. As it turns out, using the BSA decompressor on a MO2 install fucks the whole thing up, because the generator's only looking for the default archives (at least in regards to its MO integration) and not the ones modified by the decompressor. Or something. All I know is that I only got LODs via FNVLODGen when I reverted the BSAs back to the original ones.
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# ¿ Nov 16, 2018 00:20 |
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That Puce Moose mod with the house above Novac I don't really like the gameplay of any of their mods (fetch quests ahoy) but I still dug the story of that first one they did for NV.
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# ¿ Nov 20, 2018 23:23 |
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A little, uh, on the nose, neck seam concealer mod
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# ¿ Nov 21, 2018 16:41 |
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ThaumPenguin posted:Supposedly you can automate most of VNV's installation via the mod list installation tool Wabbajack. I haven't used it myself yet and apparently it diverges somewhat from the official VNV guide. It helpfully doesn't seem to specify what those divergences actually are. I had a weird moment last weekend trying Wabbajack with VNV; it got to downloading Vanilla UI+ but couldn't find the link (maybe because it was moddb instead of Nexus) and so the whole process failed. Thought maybe downloading it manually and just slotting it into the download folder might work but NOPE the installer wouldn't recognize it. Thankfully, VNV is a user-friendly-enough guide to begin with that it didn't take me too long to install my mods the old fashioned way.
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# ¿ Oct 16, 2020 14:33 |
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Mark me down as someone who thinks the vanilla weather/lighting is pretty dang good as is
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# ¿ Oct 18, 2020 20:57 |
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Arcsquad12 posted:I mean as long as you have a mod that removes the orange filter the vanilla lighting is fine. Borderline heretical take here: I've never really been one for the filter-removing mods, either. Feels like I'm siphoning out a bunch of the game's atmosphere whenever I use one. Cross-Section fucked around with this message at 02:28 on Oct 19, 2020 |
# ¿ Oct 19, 2020 02:24 |
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Skwirl posted:That's not a vanilla screen shot. Bare minimum you're using an ultrawidescreen mod. Yes on both accounts. That is the base game's weather and lighting, though.
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# ¿ Oct 19, 2020 02:37 |
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Generic Monk posted:yeah the tint remover mods make it very very clear that there's pretty much no real lighting in outdoor areas which is a bit incongruous at times. some textures look way too detailed and saturated like that. Yep, the game world perpetually looks like it's just been rained-on with stuff like Nevada Skies going On a completely different (and perhaps hypocritical) tangent, I just picked up the Q-35 in-game and yeesh, it's worse than I remembered Any mods out there (that aren't EVE because it fucks with VNV) that improve the textures on this thing?
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# ¿ Oct 19, 2020 21:10 |
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Another thing for folks using Viva New Vegas: Something's buggy with the incremental autosaves option in the IStewieAI Tweaks ini. It worked fine at first, but twenty-ish hours in, my game was freezing up for 10 seconds at a time when autosaving. Eventually, it was just locking up FNV entirely. I don't think it's a save bloat issue because when I disabled the tweak, the freezing-during-saves disappeared. Cross-Section fucked around with this message at 23:16 on Oct 20, 2020 |
# ¿ Oct 20, 2020 23:14 |
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Phetz posted:Edit: For actual content, I installed Viva New Vegas as closely to the instructions as possible, and while everything seemed to work properly, I was getting horrible pop-in with foliage added by Vurt's Flora Overhaul. Like, I'll walk 20 feet away from the Prospector Saloon, then when I go slightly further away a massive tree will pop into existence out of nowhere fairly close by. Is this a common issue, or did I maybe screw something up during the LOD portion of the guide? I'm kind of leaning towards installing again, just without the visual enhancements. Yeah, sounds like you messed up the LOD. If you didn't make any changes to the Terrain and Major Objects part of the guide, you can just download and install the pregenerated LOD he links to, should work out just fine. Cross-Section fucked around with this message at 15:06 on Oct 21, 2020 |
# ¿ Oct 21, 2020 14:55 |
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Phetz posted:I didn't make any changes to that section and used the pre-gen LOD to make everything as simple as possible to install I think it might be worth trying it out one more time and paying extra attention to that specific section. Might be, just remember to keep all the LOD mods active like so: (One thing I notice VNV does now is require that the esps are still ticked on even when you're not actively generating LOD; also make sure they're at the absolute bottom of the load order, etc.)
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# ¿ Oct 21, 2020 16:14 |
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The perk-style icon for Rex in JIP CCC is giving me life
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# ¿ Oct 21, 2020 20:37 |
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Sodomy Hussein posted:This thread needs a new OP really badly explaining wtf is going on. I'll admit that post-Steam workshop I have very little interest in 2000's-era modding these days, and no offense meant, but little of the conversation ITT convinces me I should go back, even to play New Vegas. An OP with poo poo that's been true in the last five years would go a long way to fix that. *in Darth Vader voice* This is your OP now But no I agree, we are in desperate need of a new thread, even if the OP would mostly just be stealing from VNV
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# ¿ Oct 21, 2020 22:16 |
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DoubleNegative posted:If people are following the VNV guide, I have some advice: at one point in the gameplay section, he suggests you install the VNV Followers Tweak mod. Don't install it. It makes it so that you can only have as many followers as half your charisma rounded down. Sounds fine, right? If you have 10 charisma, that means you can have 5 jerks following you. Weird. I currently have Veronica, Arcade, ED-E, Rex, Lily, and Cass recruited, and I only have 5 CHR. The only problem I've had so far is, yeah, folks refusing to come along even when I meet the mod's "requirements" but the workaround I found for that is just to send everyone back to the Lucky 38, and then trying again. It's worked out so far.
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# ¿ Oct 22, 2020 17:38 |
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BurritoJustice posted:It's broken by the CC&C option in the mod configuration that is on by default that is called "unlimited companions", but that is instructed to be disabled in the end of the guide Serves me right for mistaking his MCM settings as a personal preference thing in the first place
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# ¿ Oct 23, 2020 05:21 |
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# ¿ Apr 25, 2024 08:07 |
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Vanilla FNV at launch (on PC) was a stable, bug-free experience.
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# ¿ Oct 27, 2020 17:40 |